#define iChannel0 inputImageTexture
#define texture(a,b) texture2D(a,fract(b))

precision highp float;

varying highp vec2 textureCoordinate;

uniform sampler2D inputImageTexture;
 
uniform float iTime;
 
 void main()
{
    
    vec2 uv = textureCoordinate * 2.0;
    gl_FragColor = texture(iChannel0,uv);
}